Creature Design
5 min read
#creatures#companions#evolutions#moves+1
Creator Guide: Companion Creature Design
This tutorial teaches creators how to design balanced companion beasts for Saints Buddy Battles, configure elemental typings, assemble level-up learnsets, and establish evolution chains.
1. Creature Concept & Base Stat Balancing
Each creature possesses 5 core base statistics that govern turn-based battle scaling:
$$\text{Base Stat Total (BST)} = \text{HP} + \text{ATK} + \text{DEF} + \text{SPD} + \text{SPC}$$
| Stage | Recommended BST Range | Typical Role |
|---|---|---|
| Starter / Stage 1 | $300\text{--}350$ | Early game encounters with low initial HP and basic attacks. |
| Mid-Evolution (Stage 2) | $400\text{--}460$ | Intermediate combatants with specialized roles. |
| Final Form (Stage 3) | $500\text{--}550$ | Formidable endgame beasts with high single-stat specializations. |
| Legendary / Mythic | $580\text{--}620$ | Unique boss encounters and high-tier raid rewards. |
2. Elemental Typing & Affinity Matrix
Assign either a single primary type or a dual-typing combo from the 6 core elements:
- Fire: Offensive burst damage; counters Nature and Ice.
- Water: High HP/DEF hybrid; counters Fire and Rock.
- Nature: Status inflictions and health drains; counters Water and Ground.
- Electric: High speed and paralysis modifiers; counters Water and Flying.
- Shadow: Critical strike power; counters Divine and Psychic.
- Divine: Healing, team wards, and holy strikes; counters Undead and Shadow.
3. Move Pools & Level-Up Learnsets
Creatures can equip up to 4 active moves during combat. Configure learnsets in CreatureDefEditorPanel.tsx:
typescriptexport const InfernofoxLearnset = [ { level: 1, moveId: 'scratch', type: 'Normal', power: 40, acc: 100 }, { level: 7, moveId: 'ember', type: 'Fire', power: 40, acc: 100 }, { level: 16, moveId: 'flame_wheel', type: 'Fire', power: 60, acc: 95 }, { level: 24, moveId: 'will_o_wisp', type: 'Fire', power: 0, acc: 85 }, // Burn status { level: 36, moveId: 'fire_blast', type: 'Fire', power: 110, acc: 85 } ];
4. Evolution Chains & Shiny Variants
- Evolution Triggers:
- Level Threshold: Evolves automatically upon reaching target level (e.g. Lv 28).
- Elemental Stone: Requires applying an evolutionary catalyst item (e.g.
fire_stone). - Trade Holding Item: Evolves when traded to another player while holding a specific relic.
- Shiny Variants: Every creature automatically receives a shiny palette shift. When encountered in the wild, the engine rolls an RNG seed: $$P(\text{Shiny}) = \frac{1}{4096} \quad (\text{or } \frac{1}{512} \text{ with Prismatic Charm})$$